Team Ξpsilon Games Samurai Hoedown Sword fighting game “Who wants to be a Shogun?” All work Copyright ©2006 by Team Ξpsilon Games Written by Firdaus Janoos Version # 0.03 Thursday, March 03, 2016 COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN! Table of Contents Table of Contents ............................................................................................... 2 Design History..................................................................................................... 6 Version 0.01 ................................................................................................. 6 Version 0.02 ................................................................................................. 6 Game Overview .................................................................................................. 7 Philosophy.................................................................................................... 7 Game genre ................................................................................................. 7 Why ? ........................................................................................................... 7 Mantra: Proof of Concept ........................................................................... 7 Common Questions..................................................................................... 7 What is the game?....................................................................................... 7 Why create this game?................................................................................ 7 Where does the game take place? ............................................................. 7 What do I control? ........................................................................................ 8 How many characters do I control? ............................................................ 8 What is the main focus? .............................................................................. 8 What’s different? .......................................................................................... 8 Feature Set ......................................................................................................... 9 General Features ......................................................................................... 9 Multiplayer Features .................................................................................... 9 Editor ............................................................................................................ 9 Game Design Focus.................................................................................... 9 The Game World .............................................................................................. 10 Overview .................................................................................................... 10 Arena #1 ..................................................................................................... 10 Arena #2 ..................................................................................................... 10 CONFIDENTIAL PAGE 3/3/2016 2 COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN! The Physical World.................................................................................... 10 Overview .................................................................................................... 10 Key Locations............................................................................................. 10 Mobility ....................................................................................................... 10 Scale ........................................................................................................... 11 Objects ....................................................................................................... 11 Time............................................................................................................ 11 Rendering System ..................................................................................... 11 Overview .................................................................................................... 11 2D/3D Rendering ....................................................................................... 11 Camera....................................................................................................... 11 Overview .................................................................................................... 11 First person camera................................................................................... 11 Third person camera ................................................................................. 11 Game Engine .................................................................................................... 12 Overview .................................................................................................... 12 Game States .............................................................................................. 12 Game Engine Design ................................................................................ 16 Physics ....................................................................................................... 18 Lighting Models .......................................................................................... 19 Overview .................................................................................................... 19 Lighting Model Detail #1 ............................................................................ 19 Lighting Model Detail #2 ............................................................................ 19 Game Characters ............................................................................................. 20 Overview .................................................................................................... 20 Body Motion ............................................................................................... 20 Attack Moves.............................................................................................. 20 CONFIDENTIAL PAGE 3/3/2016 3 COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN! Defensive Moves ....................................................................................... 20 Creating a Character ................................................................................. 20 User Interface ................................................................................................... 21 Overview .................................................................................................... 21 Main Menu Screen: ................................................................................... 21 New Player Menu: ..................................... Error! Bookmark not defined. Load Player Menu:..................................... Error! Bookmark not defined. Arena Selection:......................................................................................... 21 Options Menu:............................................................................................ 21 Weapons ........................................................................................................... 23 Overview .................................................................................................... 23 Musical Scores and Sound Effects ................................................................. 24 Overview .................................................................................................... 24 3D Sound ................................................................................................... 24 Sound Inventory......................................................................................... 24 Single-Player Game ......................................................................................... 25 Overview .................................................................................................... 25 Single Player Game Detail #1 ................................................................... 25 Single Player Game Detail #2 ................................................................... 25 Victory Conditions ...................................................................................... 25 Multiplayer Game ............................................................................................. 26 Overview .................................................................................................... 26 Max Players ............................................................................................... 26 Servers ....................................................................................................... 26 Customization ............................................................................................ 26 Internet ....................................................................................................... 26 Gaming Sites.............................................................................................. 26 CONFIDENTIAL PAGE 3/3/2016 4 COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN! Persistence................................................................................................. 26 Saving and Loading ................................................................................... 26 Character Rendering ........................................................................................ 27 Overview .................................................................................................... 27 Character Rendering Detail #1 ................................................................. 27 Character Rendering Detail #2 ................................................................. 27 World Editing ..................................................................................................... 28 Overview .................................................................................................... 28 World Editing Detail #1 .............................................................................. 28 World Editing Detail #2 .............................................................................. 28 Other Points ...................................................................................................... 29 Team Assignments .................................................................................... 29 Challenges: ................................................................................................ 29 Links .................................................................................................................. 30 “Objects Appendix” ........................................................................................... 30 “User Interface Appendix” ................................................................................ 30 “Networking Appendix” ..................................................................................... 30 “Character Rendering and Animation Appendix” ........................................... 30 “Story Appendix” ............................................................................................... 30 CONFIDENTIAL PAGE 3/3/2016 5 COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN! Design History . Version 0.01 This is the first draft of this document. I shall try to outline the game design, philosophy, control, animation, graphics, physics, etc. 1. Everyone needs to update their sections Version 0.02 1. Draft for Timebox 1. 2. Updates for design section, team responsibilities 3. General correction, grammar and orthography changes Version 0.03 1. Draft for Timebox 2. 2. Added some information about motion capture. 3. Took out things we know we don’t have time to do. CONFIDENTIAL PAGE 3/3/2016 6 COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN! Game Overview Philosophy Game genre This game is a modification of arcade style 2 person fighters, except that one person is a computer controlled bot. The player controls the fighter from a first-person perspective. Also this game is about sword fighting and casting spells on your opponents. You try to work your way up a Samurai hierarchy to become the Shogun, by killing other samurai warriors. Lots of blood and gore. Why ? This game is designed to test our game design mettle, and flex our graphics muscle. We will try out the following concepts in game design: advanced graphics, animation, physics, AI, game control, etc. Mantra: Proof of Concept We are restricted by content and time. We need to do the best possible given the facts that we have restricted access to content and that we have to get something (impressive) done by the end of the quarter. We don’t plan to go overboard in terms of content and story-board. Rather we want a proof of concept game, wherein we can try out the different aspects of game design. Common Questions What is the game? The game is going to be a sword fighting game where you have samurai warriors (one computer controlled, the other human controlled) match up against each other, with the additional ability to cast spells on each other. They will fight in closed full 3D arenas, where they have 2 degrees of freedom of motion (restricted to fight on the ground plane – no crouching tiger hidden dragon nonsense). Each samurai warrior will have different skills and spells, but the only weapons are swords. This will be a first person game from the point of view of the human controlled avatar. However the option of switching to third person view point will also be implemented. Why create this game? To experiment with game-design concepts from the technical standpoint, without getting bogged down by issues of story-board, content-creation, etc. Hence something simple, yet playable, which allows us to test all aspects Where does the game take place? CONFIDENTIAL PAGE 3/3/2016 7 COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN! The game takes place in arenas of finite size. For now, we envision 2 arenas, - one a closed dark environment (like a palace or a monastery or a cave), and the other is an open environment (like an island surrounded by water ). What do I control? The player controls a sword-fighting avatar. Character is able to walk (backward forward sideways), jump, run, crouch, attack (6 types), defend, and cast spells, and throw projectiles. How many characters do I control? One What is the main focus? You are going to fight against a succession of increasingly sophisticated and intelligent opponents to become Shogun of medieval Japan. What’s different? Nothing. CONFIDENTIAL PAGE 3/3/2016 8 COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN! Feature Set General Features Multiple arenas. Increasingly sophisticated and intelligent opponents Maybe multiple types of weapons o naginatas, o katanas, o wakizashi, o projectile weapons like shurikens, bazookas, rpgs Magic (as you defeat opponents you gain more magical ability). Also different types of warriors have different types of spells. (e.g. fireballs, healing, freezing) Magic and projectiles are interchangeable (e.g. some characters are warriors who throw projectiles, some are wizards or monks who cast spells, etc) Multiplayer Features Not for now (NFN). Editor NFN Game Design Focus Good graphics Nice controls, good interactivity and responsiveness, maybe force-feedback, Decent range of move and motions. Good and realistic animation, Sexy 3D sound and music Particle effects like blood, flying body parts, fireballs, explosions, breaking objects Realistic physics like collisions, momentum, recoil. AI in the computer controlled opponents. CONFIDENTIAL PAGE 3/3/2016 9 COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN! The Game World Overview The arenas should have finite extent (boundaries). Something special in each arena. Arena #1 Indoors Dark and gloomy environment Like a cave or a palace etc Good place to experiment with cool lighting and shadow effect (like a swinging chandelier or a flickering torch) 3d sound effects (like echoes, vibrato, etc) Fog effects Arena #2 Outdoors Like an island surrounded by water Good place to experiment with effects like water, god rays Simple lighting and sound The Physical World Overview The game is based on loosely on Earth-like physics. We will try to obey the laws of physics to a plausible degree. However certain implausible physics will also be permitted (e.g. high than normal jumps, etc) Key Locations Players can move around on a 2D surface (which is embedded in 3D) – maybe height differences along the ground plane. Maybe some elevated platforms on which players can ascend to wage mortal combat from. Maybe some ditches/trenches etc into which player fall and loose points. Mobility Walk, run and jump (to elevated locations) CONFIDENTIAL PAGE 3/3/2016 10 COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN! Scale This is a first person point of view. Scale is not an issue. The opponent avatar size depends on his distance from the player. We will try to keep the whole opponent avatar within the viewport at all times. Objects Opponent avatars Weapons Projectiles May have stuff like health-packs, magic-packs, invincibility packs) etc lying around the place (that appear and disappear) Arena objects, like boxes, crates, walls, trees, etc Lights (like torches, etc) Time Real Time Game will be round-based – i.e. finite duration rounds. At the end of the round, the person with least body damage wins Rendering System Overview We will use Ogre3D as our rendering system. We may add our own plugins and shaders as necessary. 2D/3D Rendering Ogre3D for rendering and graphics control Camera Overview First person viewpoint from the pov of the human controlled avatar. A third-person point of view also. First person camera From the point of view of the human-controlled avatar. Located where his eyes would normally be. Third person camera TBD. But roughly, should try to give a side-on view of both opponents, along with ensuring that both occupy maximum screen area. CONFIDENTIAL PAGE 3/3/2016 11 COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN! Game Engine Overview We will be building our own game engine. We will also have an AI engine and physics engine integrated into our game engine. We will use off-the-shelf components for this. Game States CONFIDENTIAL PAGE 3/3/2016 12 COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN! CONFIDENTIAL PAGE 3/3/2016 13 COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN! CONFIDENTIAL PAGE 3/3/2016 14 COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN! CONFIDENTIAL PAGE 3/3/2016 15 COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN! Game Engine Design CONFIDENTIAL Figure 1: Game Component Diagram PAGE 3/3/2016 16 COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN! CONFIDENTIAL Figure 2: Collaboration Diagram PAGE 3/3/2016 17 COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN! Figure 3: Fight Component design Physics Our game engine must have very good physics ability - it is crucial for good game play. Essentially for physics we want: Accurate collision detection – because in a combat game, detecting collisions is all important. Gravity effects – like speed of jump, falling from an elevated location to a lower location, etc CONFIDENTIAL PAGE 3/3/2016 18 COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN! Momentum effects Attack and defence Recoil effects. Maybe we would also control particle effects like blood splatter etc thru the physics engine Simulation of weapon wear and shatter Interaction with world objects (like hitting a wall may break the rock and your blade). We will use either ODE or Newton Game Physics to do the simulation for us. Lighting Models Overview Using Ogre for shadow effects. Lighting Model Detail #1 NFN Lighting Model Detail #2 NFN CONFIDENTIAL PAGE 3/3/2016 19 COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN! Game Characters Overview Sword wielding ninjas or samurais. May have different characteristics like strength vs speed. Also the type of weapon may differ. However all weapons will be used in the same fashion – 6 attack strokes, 4 defense strokes. Body Motion Run Walk Jump Turn (left right) Side step (left right) Running jumps Sideway swaying motions (for feints and defensive moves) (optional) Hoedown Attack Moves High strike from left/right Low strike from left/right Thrusting attack (with momentum it becomes a lunge attack) Top strike Magic spell Defensive Moves Left/right roundhouse parry Top defensive maneuver. Creating a Character Choose from several models, all with the same animations. CONFIDENTIAL PAGE 3/3/2016 20 COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN! User Interface Overview There are user interface screens Main Menu Screen: It has the following widgets: 1. Single Player 2. Multiplayer (NFN) 3. Options 4. Credits 5. Quit Arena Selection: 1. Select fight arena a. Island Arena b. Dojo Arena Options Menu: 1. Keyboard Mapping 2. Graphics Options a. OpenGL/DirectX rendering b. Hardware acceleration c. Resolution d. Anti-aliasing e. Filtering 3. Volume Settings a. Music Volume Level b. Sound Effects Volume Level 4. Misc Options CONFIDENTIAL PAGE 3/3/2016 21 COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN! CONFIDENTIAL PAGE 3/3/2016 22 COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN! Weapons Overview Japanese samurai weapons from the Edo period. Just to be quirky we could incude lightsabers and bazookas too. Each character wields only one type of weapon – cannot change this during gameplay. Also only restricted set of motions with the weapons – no complex combinations etc. Weapons: Naginatas Katanas Wakizashi projectile weapons like shurikens, bazookas, rpgs Caveat: This is what we would like to have. However, it all depends on what models we can get our hands on. CONFIDENTIAL PAGE 3/3/2016 23 COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN! Musical Scores and Sound Effects Overview There will be a back-ground score (hoedown music) – to set the tone. Then there will be liveaction sound – like sword clashes, footsteps, grunts, injuries, victory cheer, etc. 3D Sound We use FMOD to provide 3D positional sound effects. There is a sound manager designed for Ogre using FMOD, which we will be using. Sound Inventory Sword clash sound. Grunt Scream Sword hitting rock Wind blowing Birds Ocean surf CONFIDENTIAL PAGE 3/3/2016 24 COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN! Single-Player Game Overview We will have player profiles that will be stored on persistent media. You can use these profiles to continue a bout later. Single Player Game Detail #1 A new player will select single player, then choose from a certain number what fighter they want to be. Then they will choose which arena to fight in. The fight will ensue, and one must die. Single Player Game Detail #2 NFN Victory Conditions Player wins until he has defeated opponents at all levels (approx 10) and is crowned shogun. CONFIDENTIAL PAGE 3/3/2016 25 COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN! Multiplayer Game Overview Not for now. However we could use this to explore networking. Max Players Servers Customization Internet Gaming Sites Persistence Saving and Loading . CONFIDENTIAL PAGE 3/3/2016 26 COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN! Character Rendering Overview Right now this is done by Ogre3d. This is currently the biggest challenge we face. We don’t have enough character models, animations. Character Rendering Detail #1 Some models were found that could be used. Many are just the ninja model from the Ogre examples, just different colors. Ninjas. Whoa. There is a machine-alien fighter and a girl model. Character Rendering Detail #2 For the animation, we went to the Motion Capture studio at ACCAD and performed our own motion capture for our game. About 30 different motions were recorded in one morning. The motion themselves were performed by a trained professional, so they are of impeccable quality. Eventually they will be mapped to our fighter models. Motion blending has to be done in order for the fighters to move in the most natural way. CONFIDENTIAL PAGE 3/3/2016 27 COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN! World Editing Overview NFN World Editing Detail #1 World Editing Detail #2 CONFIDENTIAL PAGE 3/3/2016 28 COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN! Other Points Team Assignments We have 5 members in the team. This is a tentative (and fluid) assignment of responsibilities: Boonth: Outdoor arena generation + game IO Okan: Game menus, main framework + AI Youding: Character animation and physics. Brink : Sound + Indoor arena Firdaus: Game design, main framework, interfacing, integration and physics Challenges: Animation has been recorded, but will take much time to integrate it. Time! We are going to be extremely hard pressed to achieve all that we want, and also manage our other classes and research. Something’s gotta give ! CONFIDENTIAL PAGE 3/3/2016 29 COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN! Links Samurai Hoedown development Wiki: http://wikihost.org/wikis/epsilon/ “Objects Appendix” “User Interface Appendix” “Networking Appendix” “Character Rendering and Animation Appendix” “Story Appendix” CONFIDENTIAL PAGE 3/3/2016 30